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Afterlife

On the eighth day, he left you in charge

What if there was a game that let you manage Heaven and Hell, rather than theme parks or hospitals or major metropolitan centers? That's exactly what the LucasArts designers wondered one day, and the result is Afterlife. The setting was transported to a nameless planet and the inhabitants were made aliens to avoid any religious sensibilities, but you'll still be putting down zones where the Gluttonous are punished in "The Bowels of Hell" while the Diligent are rewarded in "The Eternal Afternoon". Pretty soon your afterlife will be brimming with brightly colored structures full of creative (and often hilarious) descriptions, as you zone out to a beautiful soundtrack that is perfectly suited to the spiritual theme. When it comes to looks and sounds and sheer creativity, Afterlife has nothing to be ashamed of despite its 20+ years of age. There's two flaws that mar the experience a bit. First, there's the artificial micromanagement in the early game where you mindlessly balance a slider. It's just an excuse to make sure you see all the pretty structures, but that doesn't make it better gameplay (in the middle and late game, you can afford the autobalancer). Second, once you've "completed" Afterlife by successfully reaching the ultimate structures (which essentially means you've won the game and will sit on an ever-increasing cashflow) there's not much reason to do it all over again. You can experiment a bit by focusing on one particular part of your afterlife first or manipulating the planet's beliefs to change the rate of SOULs coming and going, but that's not going to last forever either. If you like city builders, buy Afterlife when it's on sale. You won't get SimCity-levels of replayability out of it, but the aesthetics alone make it worth the purchase.

36 gamers found this review helpful